DM VoV - Throne of Night - Explorer's Adventure Path (Inactive)

Game Master Mark Sweetman

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Minor Crab-beast

No problems Hilde - glad that you at least gave it a once over ;)


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

I'm toying with some ideas...I love Solku.


Minor Crab-beast

I will confess I'm now starting to get a wee bit concerned as to whether the 2nd volume of the AP is actually going to arrive.

I've partially been holding off some of the details in a desire to use a bit of foreshadowing of what might be to come (there's a mention in Book 1: 'More information about Dammerhall is to be found in Book Two and Three.')... but since the second book hasn't actually come out I'm at a bit of a loss.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

FMG hasn't been updating in a way that makes me feel warm and fuzzy, I'm hoping he knocks it out of the park but who knows at this rate.


Male Dwarf Fighter (Foehammer) /6 Hps 58/58 AC 24 FF 23 T 11 CMD 21 (23D, 27 BR, 29 Trip) Fort +8 Ref +5 Will +3; Init +5 Per +7

Yeah there is a lot of promise but something is clearly going on. If a PbP starts to outpace the rate of release there may be a problem brewing


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

The comments on KS and the boards here are not encouraging, even accounting for nerdrage-fueled pileons. I'm hoping this isn't another Razor Coast....


Minor Crab-beast

I'm not so much concerned by the comments... it's the fact the last time anything was stated was the end of September last year, which included a statement that Book 2 would follow 'soon' after Book 1.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Yeah, that is a little concerning. I have to admit that since I kicked this, I haven't been paying attention at all to the release plans since I've been enjoying playing a game where I don't have any idea what is coming next. However when the GM doesn't have any idea either it's a bit of a challenge :)


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

Are we on hiatus until we get more info about Part 2?


Minor Crab-beast

I'm kind of thinking along those lines for two main reasons:
1. To guarantee that we're not just building up to be let down at a later stage.
2. To actually get some information on Dammerhall itself. The first AP book has literally zero on it, so I'm not sure what you're after.

I realise it sucks for you guys to not have something moving forwards... but on my side of the curtain it does make it a little harder to follow what comes next. For AP volumes from Paizo you at least get a two page broad strokes layout of how the six volumes fit together... but not in this case.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

That's fine with me. I think we're all pretty active PbPers so I don't think any of us are going to disappear while we're on hold.


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

Yeah, we all have at least one other campaign in common


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

Apparently an update from Gary appeared on KS today, though I haven't gone to look.


Minor Crab-beast

There is an update - bit of art and a couple of promises of 'end of this month'.


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

But hey, it's an update. We'll see if the book materializes.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Still here if it does!


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

It looks like Gary took the complaints to heart--four or five updates on KS in the past month. Some very nice artwork there.


Minor Crab-beast

The DM returns... though jet lag clouds his mind and lack of sleep makes turgid his actions.

I'm still half waiting to see what volume two holds for the AP... as the more I read and review volume one, the less impressed with it I am...


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Perhaps too ambitious trying to tackle two different viewpoints instead of just trying to nail one?


Minor Crab-beast

Here is your link for being a kickstarter backer for the second book of Throne of Night. Thanks again for your support and your patience!

D-loading as we speak... will let you know what it reads like


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

Amazing! Keep us posted.


Minor Crab-beast

I'm vastly preferring the concept and set-up for the second book vs the first.

The sell is essentially that you're searching for a old mine that's rumoured to have once been worked by Dammerhall. A first brief scan shows that it's not got the same level of confusion that I felt in the first book on the drow / dwarf dichotomy of thread.

I'll read it a bit deeper over the next couple of days... but I'd feel perhaps like levelling y'all up to 6th and just plowing straight into Book 2?


Male Dwarf Fighter (Foehammer) /6 Hps 58/58 AC 24 FF 23 T 11 CMD 21 (23D, 27 BR, 29 Trip) Fort +8 Ref +5 Will +3; Init +5 Per +7

Either way works for me!


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

Same here, dm. Whatever you feel comfortable with works for me.


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

That would work for me, as long as we get some info about what we did in Book 1 to earn the levels ;-).


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

However you think it best.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Works for me too, let us know once you've had that chance to give it a read.


Minor Crab-beast

Right - it's decided then. Please level up to 6th, but build to a wealth suitable for a 5th level character. I'll put up a debrief in the gameplay that will gloss roughly over what transpired to get you there... and I'll follow that tomorrow with a re-set of the stage.

I know it's not ideal, but honestly it's the best option as far as I can see after looking over volume 1.

If you're a backer yourself - feel free to have a read through Book 1 and tell me what you think of it as well.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Sounds good. How would you like to handle crafting for Stáli? Both for himself and potentially others? Ok to use the 10,500 gp toward crafting or would you rather just go with the straight purchase of items at full price?


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

I will have Agna leveled up sometime tomorrow evening, if that's all right.

Has anyone thought about spell selection? No reason to double up if we don't have to.

Does the group want me to take Haste as my third level spell or is there a preference for something else?


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Haste seems like a very good option. As a cleric, I'll have daily flexibility but will probably load up with self buffs and party buffs since Stáli isn't set up for debuffing or offensive spells.


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

I am considering having Agna as a Haste and battlefield control bot, with only one or two direct damage spells. I'll probably take Stone Call more for the control factor than the damage factor, but that and Ear Piercing a Scream might be her only offensive spells for the time being.


Minor Crab-beast

Re: the crafting, lets keep it fairly mild for now. You wouldn't have had much chance time wise given that it comes in late. I'd say a single item for personal use.


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

The second-level archivist bard ability Lore Master isn't as good, RAW, as the fifth-level regular bard ability Lore Master. I've seen discussions here on the boards that the two should have been identical (i.e., allowing the archivist to take 10 on Knowledge checks at all times)--your take, DM V?

Also, HP after first level--half die +1?


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

Hilde's partially leveled up; I haven't picked new spells & feats, nor bought equipment. Question re skills--anyone else going to push Diplomacy? If she maxes it she has a +13. She's got the usual round of Knowledge skills (one rank currently gives +9, and if Lore Master is interpreted liberally that means a 19 check result at will), maxed Disable Device and Perception


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

Bluff +9, Diplomacy +13, and Intimidate +10 for Agna. Of course, I could switch a few ranks around from one to the other, if need be.


Minor Crab-beast

Hilde - lets go with the sidebar here.

HP is half die +1, or rolled - your choice. But if you roll you're stuck with it.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Stáli will be putting most of his meager skill points into crafting (armor, blacksmith, weapons). One point to Knowledge (religion) and one point to Spellcraft.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

Since Stáli is a Forgemaster, he actually got Craft Magical Arms and Armor at 3rd level instead of the normal 5th level, but no worries on limiting the crafting.

New Levels
All of the new levels will be taken in Cleric (Forgemaster).

Hit Points
Stáli will just go with the half die +1.

Favored Class Bonus
Going with the +1/2 use/day of the Runeforger ability which will bring him up to 6/day.

4th Level Ability Score Increase
+1 Wisdom

Runes
Spellglyph, Ghostglyph, and Powerstrike.

Skills
Craft (armor) 3 ranks, Craft (blacksmith) 1 rank, Craft (arms and armor) 6 ranks, Knowledge (religion) 1 rank, Spellcraft 1 rank.

Feats
Combat Reflexes (1st level), Craft Wondrous Item (3rd level), Sacred Summons (5th level), plus he gets Craft Magical Arms and Armor at 3rd level as a bonus feat.

Gear
+1 elf-bane dwarven longhammer (crafted), +1 kikko armor (purchased), father's forgehammer (purchased), cleric's kit, 504 gp remaining. The father's forgehammer is from Inner Sea Gods, here are the details:

Father's Forgehammer (Torag):

Price 4,800 gp
Slot none CL 3rd Weight 2 lbs.
Aura faint transmutation
This iron blacksmith’s hammer bears designs of Torag’s holy symbol; it is not designed for combat, but the bearer can use it as a Medium light hammer. Once per day, the bearer can strike the hammer hard against a weapon to target that weapon with magic weapon. The owner gains a +2 competence bonus on all smithing (armorsmithing, blacksmithing, weaponsmithing, and so on) skill checks made when crafting with the forgehammer.

If Torag is the owner’s patron, once per day the owner can strike the hammer against another character’s armor or shield to cast shield other on that character. If the owner can craft magic weapons or armor and uses the forgehammer during the crafting, the total time to craft the item is decreased by 25% (minimum 1 day). This does not reduce the cost to create the item. A particular forgehammer can aid in only one item’s crafting at a time.
Construction Requirements
Cost 2,400 gp, Craft Wondrous Item, magic weapon, shield other, creator must have 5 ranks in Craft (armor) or Craft (weapons)


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

Agna, I'm thinking you should push Intimidate and leave Diplomacy at a +9 so you can auto-Aid Another while Hilde maxes Diplomacy. Hilde has a few more skill ranks to pay for languages after this, now that she's got at least one rank in every Knowledge skill.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

Padrym updated, took half +1 w/ favored class for HP.


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'
Hilde Forgedottir wrote:
Agna, I'm thinking you should push Intimidate and leave Diplomacy at a +9 so you can auto-Aid Another while Hilde maxes Diplomacy. Hilde has a few more skill ranks to pay for languages after this, now that she's got at least one rank in every Knowledge skill.

Will do!


Male Dwarf Fighter (Foehammer) /6 Hps 58/58 AC 24 FF 23 T 11 CMD 21 (23D, 27 BR, 29 Trip) Fort +8 Ref +5 Will +3; Init +5 Per +7

Working on updating Nar. DM - VoV, do you mind if I adjust him from a two handed build to a hammer/shield build using some maneuvers?


Minor Crab-beast

No problems with a rebuild


Male Dwarf Fighter (Foehammer) /6 Hps 58/58 AC 24 FF 23 T 11 CMD 21 (23D, 27 BR, 29 Trip) Fort +8 Ref +5 Will +3; Init +5 Per +7

New Levels
All of the new levels will be taken in Fighter (Foehammer).

Hit Points
Nar will just go with the half die +1.

Favored Class Bonus
Going with +1 to CMD vs Bull Rush and Trip (+6 total)

4th Level Ability Score Increase
+1 Dex

Skills
Climb +0 (1+3CS+2Str-6ACP)
Swim +0 (1+3CS+2Str-6ACP)
Knowledge (dungeoneering) +6 (3+3CS+0Int)
Knowledge (engineering) +4 (1+3CS+0Int)
Perception +7 (6+0CS+1Wis)
Survival +10 (6+3CS+1Wis)

Feats
Level 1 - Two Weapon Fighting
Fighter 1 - Combat Expertise -2 to Hit for +2 Dodge Bonus
Fighter 2 - Improved Disarm
Level 3 - Improved Shield Bash
Fighter 4 - Improved Trip
Level 5 - Break Guard
Fighter 6 - Shield Slam

Gear
+1 Plate mail
+1 bashing shield
+1 Warhammer
mw composite longbow (+2)

Idea

Foehammer gives a +2 circumstance bonus to bull rush, overrun, sunder, and trip. Dwarven trait Relentless gives a +2 trait bonus on bull rush and overrun. At 7th level (one away) Nar will be able to do a trip attempt at the end of a bull-rush.

Nar can do a disarm attempt with his main hand using Break Guard feat, then if successful gets a swift action attack with his offhand (shield) which if it hits he gets a free bull rush with Shield Slam(which at 7th turns into a free trip attempt as well). He should get the most of his action economy.


Stats:
AC 18/12/16, HP 39/39, F+6 R+4 W+7 Init +2, Per +2

So, what do you all think? Individual potions of spider climb? Too expensive a wand I think.


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

That is probably our best option. Assuming they last long enough for us to not suddenly be in a lot of trouble on the climb down.


F Dwarf Cleric/1 HP 9/9|Hero points: TBD| AC 18 T 11 FF 17| Fort +3| Ref +1| Will +4| Init +1| Perc +2

A potion will last half an hour and provide a climb speed of 20', and we have half a mile to descend. Based on the overland movement chart, half an hour at 20' will take us a mile. We'd still better have extras in case we're disturbed during the descent. (And to get back up....)


Monk//Sorcerer 1; HP 16/16; AC 19/19/16; Init+3, Perc+6; F+6, R+5, W+8 (+2 Poison, Spells and SLA's), Darkvision 60'

Agna has plenty of cash as I never spent it all. Tell me how many potions we need total and I'll mark the gold off my sheet.


|| AC 20/T12/FF18 | HP 45/45 | F +6 R +4 W +8 | Init +5 | Perception +12 | Sense Motive +6 | Darkvision 90' || Dwarf (Deep Delver) Inquisitor 6

I've got enough for 3. At 4500/300 we would have to buy 16 potions before the wand was cheaper.

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